Miniature board game

ABSTRACT

A miniature board game for selectively displacing game character pieces on displacement cells located thereon includes a plurality of interchangeable board components. Each board component has component-to-component connecting means to releasably connect adjacent board components to one another and form a game board. The board components include floor components that have displacement cell imprinted thereon. Each character piece has a corresponding character set of attributes. The board game further includes at least one attribute pre-determined set of dice composed of a plurality of successively and gradually weighted dice corresponding thereto to reduce calculation errors from game players when playing the game.

CROSS REFERENCE TO RELATED APPLICATION

Benefit of U.S. Provisional Application for Patent Ser. No. 60/601,118, filed on Aug. 13, 2004, is hereby claimed.

FIELD OF THE INVENTION

The present invention relates to board games and methods and is more particularly concerned with a miniature board game having interchangeable board components, character figurines, character cards and a plurality of action pre-determined sets of dice.

BACKGROUND OF THE INVENTION

It is well known in the art of game boards, more specifically to action/combat type games such as the well known Dungeon and Dragons board games, to use dice to determine the value of different actions to be done by the different characters. Depending on the character playing, the value obtained from the dice toward the execution of an action could be modified accordingly. The modification forces the players to continually calculate the final value of the current action depending on different parameters such as the character itself, the position of the character on the board, the action history of the character for the current game and the like. Such calculation quickly become time consuming and end up diverting the players' mind away from the game strategy.

Consequently, some games came back with simpler rules which were not really appealing to the game experts.

On the other hand, since action/combat type game boards are usually long to play, it becomes boring to active players to play all games on a same board or even on a preset quantity of boards. Accordingly, some game boards came out with interchangeable board components to allow the players to set a different playing board, even of their own, for each game. These game boards could have a tendency to have the different adjacent board components to move relative to one another or to be shaky and/or unstable such that the players need to be very careful when playing, especially during intense action occurring with different dice rolling and displacement of character figurines on the board and the like, not to inadvertently dismantle at least some board components that could force the game to stop.

Accordingly, there is a need for an improved game board with character dependent pre-determined sets of action dice that ensure a more reliable play with more time for players to focus on gaming strategy.

SUMMARY OF THE INVENTION

It is therefore a general object of the present invention to provide an improved game board.

An advantage of the present invention is that the game board includes interchangeable board components of different types (floor, walls, doors, etc.) and sizes to allow the players to set up different game board configurations according to their needs.

Another advantage of the present invention is that the interchangeable board components are typically connected to adjacent ones with attaching means such as male-female type attachments, magnets or the like with a relatively quick connect/disconnect feature to allow short set-up time and to ensure a certain rigidity and stability of the board assembly.

A further advantage of the present invention is that the board game includes pre-determined sets of dice for the different types of action to be performed or attribute to be selected depending on the characters to significantly reduce the amount of calculation to be performed by the players before each action is settled, and the possibility of player incurred errors. Each pre-determined set is typically character dependent such that an appropriate die can be used for a specific action depending on the relative power value of the character.

Still another advantage of the present invention is that the board game includes character cards that typically provide all pertinent information on the corresponding characters with only a simple glance thrown thereat using color codes and the like, similar to the preset colored dice.

According to an aspect of the present invention, there is provided a miniature board game for selectively displacing game character pieces on displacement cells located thereon, the board game comprises: a plurality of interchangeable board components, each of the board components having component-to-component connecting means for releasably connecting adjacent board components to one another so as to form a game board, the board components including at least one floor component, the floor component having at least one displacement cell imprinted thereon.

In one embodiment, the component-to-component connecting means is located adjacent at least one side edge of each board component.

Conveniently, the side edge has a length corresponding to a size of a displacement cell.

Conveniently, the component-to-component connecting means includes at least one magnet.

Typically, the component-to-component connecting means includes a pair of magnets of different polarities for cooperation with respective opposite polarity magnet of an adjacent board component.

In one embodiment, the board game further includes at least one accessory component positionable on the game board.

Typically, the accessory component is selected from the group consisting of door component, stair component and sarcophagus component.

In one embodiment, the side edge is a free side edge of the floor component.

Conveniently, the free component includes a component-to-component connecting means on each free side edge of any displacement cell imprinted thereon.

Typically, the board components are selected from the group consisting of floor component, wall component, and upper level floor component.

According to another aspect of the present invention, there is provided a miniature board game for selectively displacing game character pieces on a game board thereof, each of the character pieces having a corresponding character set of attributes, the board game comprises: at least one attribute pre-determined set of dice having a plurality of successively and gradually weighted dice corresponding thereto so as to substantially reduce calculation errors from game players when playing the game.

In one embodiment, the pre-determined set of dice is color-coded so as to visually enhance finding of a required one of the dice by game players.

Conveniently, the board game further includes a set of character cards having the different character attributes imprinted thereon.

Typically, each of the character cards provides, for at least one of the set of attributes, a character attribute color corresponding to one of the color-coded set of dice so as to help game players to determine proper die to be used for the at least one of the set of attributes.

In one embodiment, each pre-determined set of dice is visually differentiable form each other.

Typically, pre-determined sets of dice are either symbol-coded or color-coded so as to be visually differentiable form each other.

In one embodiment, the attribute of the at least one of the set of attributes is selected from the group consisting of duel level and accuracy level.

Other objects and advantages of the present invention will become apparent from a careful reading of the detailed description provided herein, with appropriate reference to the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

Further aspects and advantages of the present invention will become better understood with reference to the description in association with the following Figures, in which similar references used in different Figures denote similar components, wherein:

FIG. 1 is a simplified exploded top perspective view of a board game in accordance with an embodiment of the present invention, showing different board components and game components thereof;

FIG. 2 is a simplified exploded enlarged top perspective view of floor board components of the embodiment of FIG. 1, showing the location of the connecting magnet thereon;

FIG. 3 is a simplified exploded enlarged top perspective view of wall board components of the embodiment of FIG. 1, showing the location of the connecting magnet thereon;

FIGS. 4 and 4 a are simplified enlarged top plan pictorial and schematic views of a character card of the embodiment of FIG. 1, respectively;

FIG. 5 is a simplified exploded enlarged top perspective view of a first pre-determined set of dice of the embodiment of FIG. 1;

FIG. 6 is a simplified exploded enlarged top perspective view of a second pre-determined set of dice of the embodiment of FIG. 1; and

FIGS. 7 a and 7 b are simplified recto and verso pictorials of a general introduction to the game and quick-start game rule summary sheet of the embodiment of FIG. 1.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

With reference to the annexed drawings the preferred embodiments of the present invention will be herein described for indicative purpose and by no means as of limitation.

Referring to FIGS. 1 to 3, there is schematically shown a game board 20 in accordance with an embodiment the present invention. The game board 20 generally includes a board 22 representing an action field, character figurines 24 or pieces displaceable on the board with respective character cards 26, and character attribute pre-determined sets of dice 28. Although the embodiment 20 described herein generally refers to a combat/action game board, one skilled in the art would readily understand that other types of game board could be considered without departing from the scope of the present invention.

Typically, the board 22 includes a plurality of interchangeable board components 30 such as floor components 32, wall components 34, and accessory components 36 such as door components 36 a, stair components 36 b, upper level(s) floor components 36 c, tree components (36 d), sarcophagus components 36 e, typically openable, and the like that are positionable of the board 22. Most of these board components 30, more specifically the floor and wall components 32, 34 include a component-to-component connecting means to selectively and releasably connect adjacent components 32, 34 to one another and provide for a substantially rigid assembly configuration of the board 22. Typically, the component-to-component connecting means are male-female attachment members (not shown) or magnets 38 mounted on the different components 32, 34 to allow for quick connection and disconnection of the adjacent components 32, 34.

The floor components 32 have different shapes such as rows, L-shaped, square-, triangle- or rectangle-shaped, etc. with different quantity of displacement squares 40 or cells imprinted thereon to enable an infinite number of different board assembly configurations. Squares 40 are used for displacement of the different character figurines 24. Accordingly, adjacent floor components 32 have to be positioned relative to one another such that the squares 40 of both components 32 align with each other.

In order to prevent misaligned positioning of adjacent floor and wall components 32, 34, a pair of opposed polarity magnets 38 (“+” and “−”) are typically located side-by-side adjacent interfacing surfaces of the floor and wall components 32, 34 and in register (preferably centered) with each one of the squares 40. Typically, the magnets 38 are located adjacent at least one side free edge of each board component 30 that usually have a length corresponding to a multiple of displacement cells 40. During the assembly of a game board, it is possible to form rooms 42 and the like to allow the character figurines 24 to at least partially hide from others. As shown more specifically in FIGS. 2 and 3, the magnets 38 are typically embedded within the side walls 70 of the floor components 32 and adjacent the bottom 72 and eventually top 74 walls of the wall components 34. The internal surface 76 of the wall components 34 spanning over at least two adjacent squares 40 could include a rib 78 at each square junction adapted for abutment engagement thereon to ease the proper positioning of the wall components 34.

Referring more specifically to FIGS. 4 and 4 a, there is shown a typical character card 26 specific for each role character, with and without actual shadings. Along with the accurate pictorial 44 of the character, each card 26 provides in a very clear fashion the information related to the power/value characteristics 46 of the character for the different actions, such as (the number in parenthesis refers to the actual value or attribute of the character card shown in FIGS. 4 and 4 a):

-   -   The overall value 48 of the character (15);     -   The action points APs (4) value 50 per turn;     -   The speed of movement value (⅔) 60, for displacements;     -   The “melee” or “fight” color value (3) 52 a in upper right-hand         corner, for combat, and damage value (+4) 52;     -   The “range” color value (4) 54 a in upper right-hand corner, for         shooting or throwing, and damage value (+8) 54;     -   The resistance to damage value (8) 56;     -   The “manna” or “magic” value or points (MP) (2) 58;     -   The equipment and skills 62 represented by weapon values and         corresponding damages (Longbow: +8; Dagger: +1; Breastplate: +5)         and skill values (Night creature or Leadership, Bravery (not         shown)); and     -   The general other ability values 64 for strength (STR:3),         constitution (CON:3), dexterity (DEX:3), perception (PER:4),         will power (WIL:2), control (CTR:0) and weight (WGT:6).

Preferably, the above first six value characteristics 48, 50, 52, 54, 56, 58 are typically printed on pre-determined background colors highly visible at a first glance with different shapes related to the corresponding characteristics. Color value characteristics 52 a, 54 a provide further data to the corresponding die color to be used. For example, the background shape of the resistance value 56 has the shape of a handheld armor shield that is representative of defensive equipment.

For both the fight and range color characteristics 52 a, 54 a, the background color of corresponding fight and range damage values 52, 54 (represented by different hatching patterns in FIG. 4 a) refers to the corresponding color-coded die 28 to be used by the character during a combat action and a shooting (or throwing) action, respectively. The color coding of the each action pre-determined set 66, 68 of dice 28 takes into account of the value power (typically gradually and successively weighted symbol values) of the corresponding character to significantly reduce extensive, troublesome and time consuming calculations thereby preventing a high source of potential errors from occurring. Accordingly, for example, a red or dot-hatched background color of the fight damage value characteristic 52 and the corresponding color value 52 a indicates to the player to use the red or dot-hatched background die 28 a of the combat (or fight or duel) set 66 (see FIG. 5).

Furthermore, a specific set of dice 28 could be typically available for different types of action or attributes. Accordingly, the “combat” (or “fight” or “duel”) level set 66 and the “shooting” (or “throwing” or “accuracy”) level set 68 of dice 28 have, for example, a black core body (represented by a fine dot-hatched color) and a white core body, as shown in FIGS. 5 and 6 respectively.

Alternatively, as shown at bottom of FIG. 7 a, the core body of the dice could be colored instead of the symbol backgrounds without departing from the scope of the present invention. In such a case, if similar colors are used for different sets, the different dice sets 66, 68 could still be differentiable from each other as being symbol-coded. In fact, the duel dice set 66 could have symbol numerals imprinted thereon, as shown in FIG. 5, and the accuracy dice set 68 could have symbol pictorials, in addition to symbol numerals when needed, imprinted thereon, as shown in FIG. 6,

Displacement or movement a specific character can do is determined by the speed value 60. The second digit of the speed value 60 is the “Run Speed” value or maximum distance, in squares 40, the character can cover within one action, and the first digit, called the “Walk Speed” value, refers to the maximum speed allowed at start and end of movements, the maximum speed increment between moves and the maximum speed after which a quarter-turn is possible. In the example of the character of FIG. 4, the Orc can in a same play turn move forward by ten (10) squares 40 by making the following actions (4 action points (APs) allowed since the action points value 50 is equal to 4):

-   -   Action No. 1: starting movement (1 AP)—of two (2) squares 40         (maximum allowed by the first digit of the speed value 60)—see         also summary rules of FIGS. 7 a and 7 b;     -   Action No. 2: accelerating (1 AP) of three (3) squares 40         (maximum allowed at start of move by the second digit of the         speed value 60);     -   Action No. 3: continue sprinting (1 AP) of three (3) squares 40         (maximum allowed by the second digit of the speed value 60);     -   Action No. 4: decelerating (ending movement) (1 AP) of two (2)         squares 40 (maximum allowed at end of move by the first digit of         the speed value 60).

Preferably, the miniature board game 20 of the present invention is provided with two sets of game rules. A first set of simpler level rules would be for young players and/or beginners while a second set of more complicated level rules would be for advanced players. The following game rules as well as the game rule summary sheet 80, 80 a shown in FIGS. 7 a and 7 b respectively (which are recto and verso sheets) present and general introduction to the game (here called “Nin-Gonost”) and typical set of quick-start rules for beginners. It is noted that the different color signs 82, especially at the bottom of the sheet 80, are dice core body color codes for each set 66, 68 similarly to the fight and range characteristic 52, 54 backgrounds of each character card 26.

Typical Game Rules

Actions

Each character has a precise amount of action points (APs). APs represent what a character can do within one game turn. Actions cost AP.

Action Types:

-   -   Movement (walking, running, deccelerating and so on);     -   Shooting or throwing (Archery, dagger and so on);     -   Combat;     -   Miscellaneous (open/close doors, focusing and so on).

The way you spend your APs is of the highest importance.

Orientation (or Positioning)

Orientation refers to the direction a character is oriented to or heading toward.

Movement

-   -   Quarter turn: Character turns 90 (left or right) to change his         orientation. Cost: 0 AP;     -   U-turn: Character does a front-to-back turnaround (180°, left or         right) to change his orientation. Cost: 1 AP;

* Two consecutive quarter turns are considered just as a U-turn and cost 1 AP.

-   -   Lateral step: Moving on the square (right or left) next to the         character. Cost: 1 AP;     -   Walking: Character steps forward to one of the three squares in         front of him. Cost: 1 AP;     -   Step back: Character steps back to one of the three squares         right behind him. Cost: 1 AP;

* To cross around an external 90° wall corner (and in the absence of an internal half-triangular floor component 32 a closing off the floor corner, as shown in FIG. 1), the character must first step on the square facing this wall corner (or any other square around on which a move is usually possible).

-   -   Running, sprinting: Character crosses three or four squares in         front of him. Cost: 1 AP;     -   Run or sprint must be started and ended by walk. Quarter turn         and U-turn are not possible while running. Running cannot be         done laterally or backward.

Combat Sequence

* Except for the characters that are throwing or shooting, a character can only attack someone that stands on one of the three adjacent squares facing him. It costs 1 AP to engage the enemy.

-   -   1. The attacker announces the attack and indicates his target.     -   2. The basic combat die to be used by the attacker is the one         having the same color as the background color shown under         “fight” or “melee” power value on the character's card. The         player must first estimate the possible modifiers (positive and         negatives) and then select the appropriate combat die.     -   3. Player rolls combat die and fate die at the same time. Result         of the combat die is the result of his current attack.     -   4. The fate die is the same for every player. Its purpose will         be explained further.     -   5. It's now the defender's turn to roll the combat and fate         dice. (same as in above step 1).     -   6. Compare defender's roll to the attacker's one. The highest         result tells which character hits the other. In case of a tie,         it's a draw.     -   7. Difference between the attacker's and the defender's attack         rolls provides the attack accuracy. Add the accuracy to the         weapon damage 52 to know the power of the attack.     -   8. Now, compare the strike power to the resistance 56 of the         defeated character.     -   If strike power≦resistance of the defeated character: the result         is a missed shot!     -   If strike power>resistance of the defeated character: defeated         character dies and his miniature is removed from the game board.

Fate Die in Combat

Symbolizes fate and fortune. Allows to survive a fatal hit or succeed toward an attack that would have been tight otherwise. Two opponents that succeedingly roll fate make the fate roll voids.

* Beware! Any die that falls off from the game table must be re-rolled, no exception allowed.

Combat Modifiers

-   -   Attacked from behind: −1     -   Attacking from behind: +1     -   Each extra opponent already engaged in combat: −1

Archery

Shooting an arrow cost 2 APs (1 AP to nock the arrow and 1 AP to shoot it).

-   -   1. Apply modifiers (positive and negative) and select the         appropriate basic accuracy die to be used by the character;         which is the one having the same color as the background color         shown under “range” power value on the character's card.     -   2. Roll accuracy and fate dice.     -   3. The score of the accuracy die indicates the accuracy of the         hit. On a broken arrow, the shot missed. Add the accuracy to the         damage 54 to know the strike power.     -   4. Strike power>target resistance: target is instantly killed.     -   5. Strike power≦target resistance: arrow is stopped by the         target's armor.

Fate Die

-   -   If a hit was made with fate, the target is instantly killed,         regardless of its resistance.     -   If the shot missed (broken arrow) with fate, the bowman broke         his bow string. He will have to spend 4 APs to repair it.

Shooting Modifiers

During archery it is possible to possible to increase the chances of succeeding (positive) and in certain circumstances, outside factors might oppositely reduce the chances of succeeding (negative).

Positive:

-   -   Bowman spends APs to focus: +1/used AP (maximum 2);     -   Target stands at a short range: +1.

Negative:

-   -   Target stands at a long range: −1;     -   Target has a shield: −1;     -   Target engaged in a fight: −1;     -   Target partially hidden or covered: −1.

Although the present miniature board game has been described with a certain degree of particularity, it is to be understood that the disclosure has been made by way of example only and that the present invention is not limited to the features of the embodiments described and illustrated herein, but includes all variations and modifications within the scope and spirit of the invention as hereinafter claimed. 

1. A miniature board game for selectively displacing game character pieces on displacement cells located thereon, the board game comprising: a plurality of interchangeable board components, each of the board components having component-to-component connecting means for releasably connecting adjacent board components to one another so as to form a game board, the board components including at least one floor component, the floor component having at least one displacement cell imprinted thereon.
 2. A miniature board game for selectively displacing game character pieces on a game board thereof, each of the character pieces having a corresponding character set of attributes, the board game comprising: at least one attribute pre-determined set of dice having a plurality of successively and gradually weighted dice corresponding thereto so as to substantially reduce calculation errors from game players when playing the game. 